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SteamNetworking enum/structs
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104
Facepunch.Steamworks/Enum/SteamNetworking.cs
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104
Facepunch.Steamworks/Enum/SteamNetworking.cs
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namespace Steamworks.Data
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{
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enum SteamNetworkingGetConfigValueResult
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{
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BadValue = -1, // No such configuration value
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BadScopeObj = -2, // Bad connection handle, etc
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BufferTooSmall = -3, // Couldn't fit the result in your buffer
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OK = 1,
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OKInherited = 2, // A value was not set at this level, but the effective (inherited) value was returned.
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Force32Bit = 0x7fffffff
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};
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enum SteamNetworkingConfigDataType
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{
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Int32 = 1,
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Int64 = 2,
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Float = 3,
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String = 4,
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FunctionPtr = 5, // NOTE: When setting callbacks, you should put the pointer into a variable and pass a pointer to that variable.
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Force32Bit = 0x7fffffff
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};
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enum SteamNetworkingSocketsDebugOutputType : int
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{
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None = 0,
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Bug = 1, // You used the API incorrectly, or an internal error happened
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Error = 2, // Run-time error condition that isn't the result of a bug. (E.g. we are offline, cannot bind a port, etc)
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Important = 3, // Nothing is wrong, but this is an important notification
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Warning = 4,
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Msg = 5, // Recommended amount
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Verbose = 6, // Quite a bit
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Debug = 7, // Practically everything
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Everything = 8, // Wall of text, detailed packet contents breakdown, etc
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Force32Bit = 0x7fffffff
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};
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internal enum SteamNetworkingConfigScope : int
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{
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Global = 1,
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SocketsInterface = 2,
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ListenSocket = 3,
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Connection = 4,
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Force32Bit = 0x7fffffff
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}
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internal enum SteamNetworkingConfigValue : int
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{
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Invalid = 0,
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FakePacketLoss_Send = 2,
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FakePacketLoss_Recv = 3,
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FakePacketLag_Send = 4,
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FakePacketLag_Recv = 5,
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FakePacketReorder_Send = 6,
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FakePacketReorder_Recv = 7,
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FakePacketReorder_Time = 8,
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FakePacketDup_Send = 26,
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FakePacketDup_Recv = 27,
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FakePacketDup_TimeMax = 28,
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TimeoutInitial = 24,
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TimeoutConnected = 25,
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SendBufferSize = 9,
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SendRateMin = 10,
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SendRateMax = 11,
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NagleTime = 12,
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IP_AllowWithoutAuth = 23,
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SDRClient_ConsecutitivePingTimeoutsFailInitial = 19,
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SDRClient_ConsecutitivePingTimeoutsFail = 20,
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SDRClient_MinPingsBeforePingAccurate = 21,
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SDRClient_SingleSocket = 22,
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SDRClient_ForceRelayCluster = 29,
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SDRClient_DebugTicketAddress = 30,
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SDRClient_ForceProxyAddr = 31,
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LogLevel_AckRTT = 13,
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LogLevel_PacketDecode = 14,
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LogLevel_Message = 15,
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LogLevel_PacketGaps = 16,
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LogLevel_P2PRendezvous = 17,
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LogLevel_SDRRelayPings = 18,
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Force32Bit = 0x7fffffff
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}
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}
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66
Facepunch.Steamworks/Structs/SteamNetworking.cs
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66
Facepunch.Steamworks/Structs/SteamNetworking.cs
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Steamworks.Data
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{
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delegate void FSteamNetworkingSocketsDebugOutput (SteamNetworkingSocketsDebugOutputType nType, string pszMsg );
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public struct SteamNetworkingMicroseconds
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{
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public long Value;
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public static implicit operator SteamNetworkingMicroseconds( long value )
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{
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return new SteamNetworkingMicroseconds { Value = value };
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}
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public static implicit operator long( SteamNetworkingMicroseconds value )
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{
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return value.Value;
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}
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public override string ToString() => Value.ToString();
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}
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public struct SteamNetworkingPOPID
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{
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public uint Value;
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public static implicit operator SteamNetworkingPOPID( uint value )
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{
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return new SteamNetworkingPOPID { Value = value };
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}
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public static implicit operator uint( SteamNetworkingPOPID value )
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{
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return value.Value;
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}
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public override string ToString() => Value.ToString();
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}
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/// <summary>
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///
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/// Object that describes a "location" on the Internet with sufficient
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/// detail that we can reasonably estimate an upper bound on the ping between
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/// the two hosts, even if a direct route between the hosts is not possible,
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/// and the connection must be routed through the Steam Datagram Relay network.
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/// This does not contain any information that identifies the host. Indeed,
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/// if two hosts are in the same building or otherwise have nearly identical
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/// networking characteristics, then it's valid to use the same location
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/// object for both of them.
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///
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/// NOTE: This object should only be used in the same process! Do not serialize it,
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/// send it over the wire, or persist it in a file or database! If you need
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/// to do that, convert it to a string representation using the methods in
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/// ISteamNetworkingUtils().
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///
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/// </summary>
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public struct SteamNetworkPingLocation_t
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{
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[MarshalAs( UnmanagedType.ByValArray, SizeConst = 512, ArraySubType = UnmanagedType.U8 )]
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public ushort[] Data;
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}
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}
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